﻿using System;
using UnityEngine;

// Token: 0x02000580 RID: 1408
[Serializable]
public class NeckTypeState
{
	// Token: 0x04002A1A RID: 10778
	[Range(-10f, 10f)]
	public float thresholdAngleDifference;

	// Token: 0x04002A1B RID: 10779
	[Range(0f, 10f)]
	public float bendingMultiplier = 0.4f;

	// Token: 0x04002A1C RID: 10780
	[Range(0f, 100f)]
	public float maxAngleDifference = 10f;

	// Token: 0x04002A1D RID: 10781
	[Range(-100f, 0f)]
	public float upBendingAngle = -1f;

	// Token: 0x04002A1E RID: 10782
	[Range(0f, 100f)]
	public float downBendingAngle = 6f;

	// Token: 0x04002A1F RID: 10783
	[Range(-100f, 0f)]
	public float minBendingAngle = -6f;

	// Token: 0x04002A20 RID: 10784
	[Range(0f, 100f)]
	public float maxBendingAngle = 6f;

	// Token: 0x04002A21 RID: 10785
	[Range(0f, 100f)]
	public float leapSpeed = 2.5f;

	// Token: 0x04002A22 RID: 10786
	[Range(0f, 100f)]
	public float forntTagDis = 50f;

	// Token: 0x04002A23 RID: 10787
	[Range(0f, 100f)]
	public float nearDis = 2f;

	// Token: 0x04002A24 RID: 10788
	[Range(0f, 180f)]
	public float hAngleLimit = 110f;

	// Token: 0x04002A25 RID: 10789
	[Range(0f, 180f)]
	public float vAngleLimit = 80f;

	// Token: 0x04002A26 RID: 10790
	public global::NECK_LOOK_TYPE lookType = global::NECK_LOOK_TYPE.TARGET;
}
